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<blockquote data-quote="der_kluge" data-source="post: 1294930" data-attributes="member: 945"><p><strong>Non-Euclidiand Advanced Phase Spider</strong></p><p></p><p>Somebody stop me!</p><p>I love this book of templates, btw.</p><p></p><p>Pretty standard build here, really (yes, only one template this time!) Advanced to 8 HD, and then applied the Non-Euclidian template (gotta love it). I can't wait for my PCs to encounter these nasty creatures.</p><p></p><p>I think I'll have a mod merge all these threads together....</p><p></p><p>[code]</p><p>[b]NON-EUCLIDIAN ADVANCED PHASE SPIDER</p><p> Large Magical Beast[/b]</p><p>[b]Hit Dice:[/b] 8d10+24 (68 hp)</p><p>[b]Initiative:[/b] +7</p><p>[b]Speed:[/b] 40 ft. (8 squares), climb 20 ft.</p><p>[b]Armor Class:[/b] 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12</p><p>[b]Base Attack/Grapple:[/b] +8/+15</p><p>[b]Attack:[/b] Bite +10 melee (1d6+4 plus poison)</p><p>[b]Full Attack:[/b] Bite +10 melee (1d6+4 plus poison)</p><p>[b]Space/Reach:[/b] 10 ft./5 ft.</p><p>[b]Special Attacks:[/b] Poison</p><p>[b]Special Quality:[/b] Darkvision 60 ft., ethereal jaunt, low-light vision, </p><p>impossible geometry, improved evasion, immunity to mind-affecting effects</p><p>[b]Saves:[/b] Fort +9, Ref +9, Will +2</p><p>[b]Abilities:[/b] Str 17, Dex 17, Con 16, Int 7, Wis 13, Cha 10</p><p>[b]Skills:[/b] Climb +14, Move Silently +14, Spot +7</p><p>[b]Feats:[/b] Ability Focus (poison), Improved Initiative</p><p>[b]Environment:[/b] Warm hills</p><p>[b]Organization:[/b] Solitary or cluster (2–5)</p><p>[b]Challenge Rating:[/b] 10</p><p>[b]Treasure:[/b] None</p><p>[b]Alignment:[/b] Always neutral</p><p>[b]Advancement:[/b] 6–8 HD (Large); 9–15 HD (Huge)</p><p>[/code]</p><p></p><p>Phase spiders are aggressive predators that can move quickly from the Ethereal Plane to attack opponents on the Material Plane.</p><p>A typical phase spider’s body is 8 feet long. It weighs about 700 pounds.</p><p>Phase spiders cannot speak.</p><p></p><p><strong>COMBAT</strong></p><p>Phase spiders dwell and hunt on the Material Plane. Once a spider locates prey, however, it shifts to the Ethereal Plane to attack, attempting to catch its victim flat-footed. The spider shifts in, bites its victim, and retreats quickly back to the Ethereal Plane.</p><p><strong>Ethereal Jaunt (Su):</strong> A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th). </p><p><strong>Poison (Ex):</strong> Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based.</p><p><strong>Skills:</strong> A phase spider has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed.</p><p><strong>Impossible Geometry (Ex):</strong> Due to the indescribable geometries the non-Euclidean creature demonstrates, those who see one must make a Will save (DC 14). Those who make the save are subconsciously aware that something is completely wrong with the thing and may avoid looking directly at it, but doing so grants the non-Euclidean creature a 20% concealment bonus for as long as the victim averts its eyes. Opponents choosing to look directly at the creature anyway are treated as having automatically failed this save. Note that this concealment miss chance is rolled separately from the miss chance the non-Euclidean creature receives from its space/time bending ability (see below).</p><p>Those that fail the initial Will save are required to make another Will save (DC 15 + one-half the non-Euclidean creature’s HD + the non-Euclidean creature’s Charisma modifier + the victim’s Intelligence modifier—yes, more intelligent beings are more likely to fail this saving throw). Those that succeed at the save are shaken for 2d6 rounds, but suffer no other adverse effects and don’t have to save versus the same non-Euclidean’s impossible geometry again for 24 hours. However, if the save fails, the victim’s mind has attempted to grasp the impossible angles of the creature and is driven insane, acting as if under the effects of a confusion spell. This condition can be reversed with the spell heal or other insanity curing magic. Every 24 hours, the insane being is allowed another saving throw at the same DC to recover. Those that recuperate from this insanity without outside aid may be left with permanent psychological damage or personality quirks. This is a mind-affecting ability.</p><p>Improved Evasion: Due to the space/time bending nature of a non-Euclidean, if it is exposed to any effect that normally allows a creature to attempt a Reflex saving throw for half damage, it takes no damage with a successful saving throw. Further, the creature takes only half damage on a failed save.</p><p><strong>Space/Time Bending (Ex):</strong> The non-Euclidean creature exists at right angles to our own existence. Because of this, the creature has a 20% chance to simply ignore any attack, spell, or other action targeting it. The non-Euclidean creature may not voluntarily fail this percentage check to allow a beneficial action to affect it.</p><p><strong>Unnatural Aura (Su):</strong> All natural, non-sentient creatures (vermin, animals, and most beasts) can sense a non-Euclidean creature when it is within 100 ft. of them, and they will not willingly approach it.</p><p><strong>Aberrant Behavior (Ex):</strong> Non-Euclidian phase spiders do not reason as we understand it. Instead, whenever confronted by a problem or situation that requires logical thought processes to handle, a non-Euclidean must make a Will save (DC 15). If the creature succeeds, it has no further problem, but if it fails it cannot fathom the answer and begins to act as if under a confusion spell. Non-Euclidean’s with Intelligence scores of 2 or less are forced to make this check at the beginning of any confrontation. After 24 hours, and each 24 hour period thereafter, the creature may make a new saving throw.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 1294930, member: 945"] [b]Non-Euclidiand Advanced Phase Spider[/b] Somebody stop me! I love this book of templates, btw. Pretty standard build here, really (yes, only one template this time!) Advanced to 8 HD, and then applied the Non-Euclidian template (gotta love it). I can't wait for my PCs to encounter these nasty creatures. I think I'll have a mod merge all these threads together.... [code] [b]NON-EUCLIDIAN ADVANCED PHASE SPIDER Large Magical Beast[/b] [b]Hit Dice:[/b] 8d10+24 (68 hp) [b]Initiative:[/b] +7 [b]Speed:[/b] 40 ft. (8 squares), climb 20 ft. [b]Armor Class:[/b] 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 [b]Base Attack/Grapple:[/b] +8/+15 [b]Attack:[/b] Bite +10 melee (1d6+4 plus poison) [b]Full Attack:[/b] Bite +10 melee (1d6+4 plus poison) [b]Space/Reach:[/b] 10 ft./5 ft. [b]Special Attacks:[/b] Poison [b]Special Quality:[/b] Darkvision 60 ft., ethereal jaunt, low-light vision, impossible geometry, improved evasion, immunity to mind-affecting effects [b]Saves:[/b] Fort +9, Ref +9, Will +2 [b]Abilities:[/b] Str 17, Dex 17, Con 16, Int 7, Wis 13, Cha 10 [b]Skills:[/b] Climb +14, Move Silently +14, Spot +7 [b]Feats:[/b] Ability Focus (poison), Improved Initiative [b]Environment:[/b] Warm hills [b]Organization:[/b] Solitary or cluster (2–5) [b]Challenge Rating:[/b] 10 [b]Treasure:[/b] None [b]Alignment:[/b] Always neutral [b]Advancement:[/b] 6–8 HD (Large); 9–15 HD (Huge) [/code] Phase spiders are aggressive predators that can move quickly from the Ethereal Plane to attack opponents on the Material Plane. A typical phase spider’s body is 8 feet long. It weighs about 700 pounds. Phase spiders cannot speak. [b]COMBAT[/b] Phase spiders dwell and hunt on the Material Plane. Once a spider locates prey, however, it shifts to the Ethereal Plane to attack, attempting to catch its victim flat-footed. The spider shifts in, bites its victim, and retreats quickly back to the Ethereal Plane. [b]Ethereal Jaunt (Su):[/b] A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th). [b]Poison (Ex):[/b] Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based. [b]Skills:[/b] A phase spider has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed. [b]Impossible Geometry (Ex):[/b] Due to the indescribable geometries the non-Euclidean creature demonstrates, those who see one must make a Will save (DC 14). Those who make the save are subconsciously aware that something is completely wrong with the thing and may avoid looking directly at it, but doing so grants the non-Euclidean creature a 20% concealment bonus for as long as the victim averts its eyes. Opponents choosing to look directly at the creature anyway are treated as having automatically failed this save. Note that this concealment miss chance is rolled separately from the miss chance the non-Euclidean creature receives from its space/time bending ability (see below). Those that fail the initial Will save are required to make another Will save (DC 15 + one-half the non-Euclidean creature’s HD + the non-Euclidean creature’s Charisma modifier + the victim’s Intelligence modifier—yes, more intelligent beings are more likely to fail this saving throw). Those that succeed at the save are shaken for 2d6 rounds, but suffer no other adverse effects and don’t have to save versus the same non-Euclidean’s impossible geometry again for 24 hours. However, if the save fails, the victim’s mind has attempted to grasp the impossible angles of the creature and is driven insane, acting as if under the effects of a confusion spell. This condition can be reversed with the spell heal or other insanity curing magic. Every 24 hours, the insane being is allowed another saving throw at the same DC to recover. Those that recuperate from this insanity without outside aid may be left with permanent psychological damage or personality quirks. This is a mind-affecting ability. Improved Evasion: Due to the space/time bending nature of a non-Euclidean, if it is exposed to any effect that normally allows a creature to attempt a Reflex saving throw for half damage, it takes no damage with a successful saving throw. Further, the creature takes only half damage on a failed save. [b]Space/Time Bending (Ex):[/b] The non-Euclidean creature exists at right angles to our own existence. Because of this, the creature has a 20% chance to simply ignore any attack, spell, or other action targeting it. The non-Euclidean creature may not voluntarily fail this percentage check to allow a beneficial action to affect it. [b]Unnatural Aura (Su):[/b] All natural, non-sentient creatures (vermin, animals, and most beasts) can sense a non-Euclidean creature when it is within 100 ft. of them, and they will not willingly approach it. [b]Aberrant Behavior (Ex):[/b] Non-Euclidian phase spiders do not reason as we understand it. Instead, whenever confronted by a problem or situation that requires logical thought processes to handle, a non-Euclidean must make a Will save (DC 15). If the creature succeeds, it has no further problem, but if it fails it cannot fathom the answer and begins to act as if under a confusion spell. Non-Euclidean’s with Intelligence scores of 2 or less are forced to make this check at the beginning of any confrontation. After 24 hours, and each 24 hour period thereafter, the creature may make a new saving throw. [/QUOTE]
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